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BlackSix

Developer Diary, Part 69

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69

 

 

Hi Everybody!

 

Another week of development is passing by. Some of you may even say that the game is basically complete and we only need to assemble the ready parts and release is straight away. But actually we all here in our small Moscow office (which doesn’t even have windows BTW) and we are totally engrossed with work. Tension is growing every week, but even summer time with its traditional human thurst for vacations cannot break us. I think, flight-sim developers are the toughest and some of the most driven specialists in the gaming world, because if you can’t keep your promise to deliver a new high-end flight sim - then you don’t get to work on a new IL-2 Sturmovik title.

 

The Project manager that some of you may know as Han on the forums is the one who, with his unfailing precision is coordinating pretty much all production segments and keeps the work going as planned and previously announced. Actually, he manages to solve so many production issues that I’d rather not bother him without a certain need - everything’s under control and the system is maintained like a perfectly serviced mechanism. He oversees all new elements and fixing newly discovered flaws - all that is in trustworthy hands.

 

The team of engineers is led be Andrey aka Petrovich who occupies the furthest room in our office. They run so many insanly complicated maths and physics that I’m honestly surprised their PC haven’t been caught on fire yet (three knocks on the wood). The flight model for the Fw-190 and He-111 is what we all are expecting from them these days. There’s no doubt that the result will be as impressing as always. When these two planes are complete, the engineers will run tests for all 10 aircraft that we have and make sure they are historically and technically correct. No use repeating how difficult and long that work can be, but we’re sincerely grateful to them for it.

 

Of course, there would have been nothing to fly in without the game engine and the program environment in general which are permanently maintained and developed by our programmers and their leader, Sergey Vorsin. Those who claim IL2:BOS to be nothing more than ROF with different planes and maps have no idea on how incredibly wrong they were. Our code guys are relentless. The constantly work on newly added graphical technologies and fresh content, and neverending game optimization - they always know what to do and how to bring the project closer to their ideals. It’s the same story with our network segment developers. BTW you help them a lot with your bug reports on issues in multiplayer; all that feedback is warmly welcomed and sincerely appreciated. It’s crucial to fix the netcode now, before the big release.

 

The long-awaited He-111 can easily be taken from a desktop on our modelers’ displays and made into a desktop - this much time and work it takes to make a large mighty German bomber. It’s still too early to show it on screenshots but trust me, there’s a lot in this aircraft for you to put your teeth into. The Fw-190 is much clearer - we only need to finalize the cockpit. Meanwhile, we still have to agree to some compromises, such as gauge illumination level dial is not going to be controllable in the game. Even though it’s a unique feature we still hope that you’ll be able to fly and and enjoy the game without it.

 

And that picture of peace and harmony that is saturated with creative energy is regularly resounded with rumble and clanking. Valery Kornilov, like a very self-critical and devoted goldsmith, is polishing the sounds that he prepares for the game. Well, we can’t shush on him: the war is a one loud thing, so our sound director is fighting for every decibel to be in its place.

 

The most quiet spot in our office is occupied be the customer support. If you’ve ever communicated with them them you must know how client-oriented they are. How could it be any different? Flight-sims is a unique genre and its community is definitely worth being treated correspondingly.

 

Unfortunately, the developer blog isn’t big enough for me to tell more about other crew members. But anyway what I was trying to share with you is the unique atmosphere here in the studio. It’s the spirit of the original, long-awaited and cherished project - a really new IL-2.

 

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Nice to hear from you. Even when there's nothing new to report, it's great that you take the time to sit down and fill us in on some of your work.

 

Keep the spirits high. Looking forward to seeing the Fw 190 in a week or two :happy:

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Thanks Blacksix, that was very well written and it's a pleasure to be able to hear about the people that make up the development team. Best of luck to you all!

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Thanks for the info. I'm curious, because i need to reinstall BoS anyway (broken SSD), will there be an update today? In that case, i'll just install after the update.

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Yeah, I thought it would be a good idea to give sort of a quick look unto the "kitchen" :)

Speaking of the change log - here it is (the most important bits of it):

- each fuel tank can now be set in flames individually

- stats has been fixed again, we expect some improvement

- the tail gear at Pe-2 was too weak, we fixed it

- shadows dropped by clouds are less contrast now so it's easier to see small elements of terrain and distinguish the plane shadow clearer


Thanks for the info. I'm curious, because i need to reinstall BoS anyway (broken SSD), will there be an update today? In that case, i'll just install after the update.

No need to reinstall today.

 

And yes, almost forgot! I thought you might like to see La-5 in MP, so it is going to be available in multiplayer for the entire weekend. Yes, I know the Fw 190 is not yet here so it may ease up the hesitation.

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Thanks for the update.

Can we please have a word on the issue with planes dissapearing as if they were in clouds when in fact they are far outside them.

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Yeah, I thought it would be a good idea to give sort of a quick look unto the "kitchen" :)

Speaking of the change log - here it is (the most important bits of it):

- each fuel tank can now be set in flames individually

- stats has been fixed again, we expect some improvement

- the tail gear at Pe-2 was too weak, we fixed it

- shadows dropped by clouds are less contrast now so it's easier to see small elements of terrain and distinguish the plane shadow clearer

No need to reinstall today.

 

And yes, almost forgot! I thought you might like to see La-5 in MP, so it is going to be available in multiplayer for the entire weekend. Yes, I know the Fw 190 is not yet here so it may ease up the hesitation.

 

WHAT!!!

You let that bomb go off in the comments section?!?!? :o: 

 

That's GREAT news. Can't wait to see what'll happen to MP.

 

:biggrin: 

Edited by Finkeren

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Any news on the Bf109 FMs? Zak this is quite a discussion point at the moment and some clarification on what's happening to tweak these would really be warmly welcome.

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+1 Finkeren.  Actually kind of feels as if the german side gets a little small part of all the love with all red planes finished since months and 2 germans still left out.

Well see how the LA performs against the 109. Hopefully it doesnt outturn AND outrun the 109. And btw. I dont want to start a FM discussion here. Just an expressed hope.

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+1 Finkeren.  Actually kind of feels as if the german side gets a little small part of all the love with all red planes finished since months and 2 germans still left out.

Well see how the LA performs against the 109. Hopefully it doesnt outturn AND outrun the 109. And btw. I dont want to start a FM discussion here. Just an expressed hope.

 

Well, Jerry has something to look forward to :happy:

 

I've flown the La-5 enough in SP to say with confidence, that it will not outturn the Bf 109. When flown correctly it can play and win the energy game up to 2500m (which gives it a tremendous advantage on the Lapino map - not so much on the Stalingrad map) The main asset of the La-5, however, will likely be its ability to catch any running 109 at low level. Being German in MP just got a helluvalot less safe, when you can't simply disengage at will.

 

I see a potential scenario for MP, where Yaks and Las team up to form a deadly combination: The Yaks drag the Germans into a furball with high flying La-5s making slashing attacks from above with their 2 ShVAKs loaded with all-HE and hunting down anyone trying to leave.

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Well, for me the not much changes since i most of the time try and stay high and fast anyways. Hopefully all the germans pilots that just fly straight to the opposing airfield to vulch like hell will get frustrated and star flying higher, ultimately making the game better for all of us since the combat will grow more historical over all.

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[media=853 x 480]

[/media]

 

 

IL-2 BOS Community......, this is a story you can tell your grandchildren......and mightily bored they'll be.......

 

We've captured the first two bridges.......but we're only 51 percent of the way.....We need that bridge at Arnhem........

 

Thanks guys for the update....keep up the good work....

Edited by JagdNeun
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Well, for me the not much changes since i most of the time try and stay high and fast anyways. Hopefully all the germans pilots that just fly straight to the opposing airfield to vulch like hell will get frustrated and star flying higher, ultimately making the game better for all of us since the combat will grow more historical over all.

 

Amen to that.

 

Playing on the Stalingrad map already made MP a lot more interesting, but also a good deal more frustrating for those of us who primarily fly VVS. But hey, that's the reality that even the best Soviet pilots faced in 1942: The German planes just performed better in the energy game.

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Sadly even on the stalingrad map there are players that drag the game to the airfields therefor runing a great part of the overall experience.

I got bounced by a YAK at 4.5k yesterday. So it just depends on what you make of it. Even in a yak high altitude combat should be  much mor fun than treetopdancing. Isnt it?

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It's a matter of taste I suppose. I like a low n' dirty furball, but I usually try to drag the fight upwards for realisms sake.

 

On the Stalingrad map the vulching doesn't bother me at all, because you can just spawn at another field close by or take the northern one and attack Jerry in the back.

 

If some 109 jockeys want to get themselves killed by trying to score easy points attacking the air fields, they're more than welcome to try.

Edited by Finkeren

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What i mean is that there is a constant source of pilots that create an "action focus" on the airfields. All the time. Over time everyone realizes that there is quick action at the airfields and a big portion of all the server population gets stuck at the airfields. If everyone would fly high, the time to find an encounter above 2 to 3k height would shorten significantly.

Edited by VSG1_Winger

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As I said: I think we're already seeing a beginning trend on the Stalingrad map.

 

Honestly I think the main incentive for people to start flying "realistically" and not just seek quick action is a harder penalty for getting shot down. Right now there is the same waiting time to spawn regardless of how your flight ended. In fact, there is a shorter wait to exit the sim, if your plane is obliterated.

 

Have a 30 sec waiting period to respawn if your pilot was killed/captured, a 15 sec delay if you bailed/crash landed in friendly territory and 5 sec if you landed safely at home base. Suddenly the quick action over the enemy airfield doesn't sound that appealing.


But there is also this to keep in mind: Except for the few people flying the Pe-2, there is little incentive for VVS pilots to fly above 2k alt. Why put yourself at a performance disadvantage, if you can just stay really low and force the 109s to fight your fight? 

Edited by Finkeren

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In the meantime you can read Zak's comment here:

http://forum.il2sturmovik.com/topic/7299-fix-109-rudder/?p=131119

Yes, I have nothing else to add yet.

 

+1 Finkeren. Actually kind of feels as if the german side gets a little small part of all the love with all red planes finished since months and 2 germans still left out.

Well see how the LA performs against the 109. Hopefully it doesnt outturn AND outrun the 109. And btw. I dont want to start a FM discussion here. Just an expressed hope.

That's the development schedule, nothing else.

Nah, La-5 isn't something I would recommend vs Friedrich, for instance.

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As I said: I think we're already seeing a beginning trend on the Stalingrad map.

 

Honestly I think the main incentive for people to start flying "realistically" and not just seek quick action is a harder penalty for getting shot down. Right now there is the same waiting time to spawn regardless of how your flight ended. In fact, there is a shorter wait to exit the sim, if your plane is obliterated.

 

Have a 30 sec waiting period to respawn if your pilot was killed/captured, a 15 sec delay if you bailed/crash landed in friendly territory and 5 sec if you landed safely at home base. Suddenly the quick action over the enemy airfield doesn't sound that appealing.

But there is also this to keep in mind: Except for the few people flying the Pe-2, there is little incentive for VVS pilots to fly above 2k alt. Why put yourself at a performance disadvantage, if you can just stay really low and force the 109s to fight your fight? 

Sure. Mostly i dont understand why all the germans let the VVS drag them down low or even fly over to their dromes to actually "play their game".

 Zak: I thought so. Everything fine. Like Fink said: At least we still have something to wait for:) In germany there is a saying: "Vorfreude ist die schönste Freude" menaing as much as "anticipation is the most pleasurable delight" -... dunnno if i got that translated somewhat right:)

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Very interesting read about the people who make this great sim happen, thank you!

I think in this here internet age we sometimes tend to forget that it`s fellow humans putting together all the 0`s and 1`s that give us so much pleasure.

Keep it up!

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Great update Zak, and thank you for the tour of the "kitchen".

As a community member, I have looked very forward to the new IL-2 and were all here to see it's success grow and grow. I say this, as the team has not given any reason to say other wise. The depth we have in this sims current state is amazing, and it just keeps getting better. I would be quite supprised if vertual pilots out there where not blown away, come release. :)

 

Boomerang

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Did you miss this?

 

http://forum.il2sturmovik.com/topic/7299-fix-109-rudder/?p=131119

 

EDIT: Extreme_one beat me to it

And did you miss ROF forums in past years? We already had the simmilar promise in ROF and guess what....FM fixes was no more...

 

And about ppl...we who played ROF knew all about them. Even more than one would think.

 

btw, this line from the devs blog made me laugh alot:

Some of you may even say that the game is basically complete 

 

 

REally? How that could be for a real sim fan since we dont have a proper campaign, ME or decent FM with faults like me109s wobbly rudder behaviour.....its basics for every hardcore sim

 

If they dont change they approach they will end with bunch of ostrich- fans with their heads ditched in sand...

 

rest of us will sell BOS and play CLOD, occasionally ROF and old IL2....mark my words for future

Edited by tikvic
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REally? How that could be for a real sim fan since we dont have a proper campaign, ME or decent FM with faults like me109s wobbly rudder behaviour.....its basics for every hardcore sim

You don't have the completed game yet as well. So you may feel free to stop flaming because this is not the smartest thing to do. Come again in September and start critiquing the released project. Before that this is nothing but whining and nobody loves it. I can read and reply tons of it, but not other forum members. So think of others a bit and save the words for later.

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As usual thanks for the update. And now please guys and girls (?) turn of the computers, get up and leave your windowless office, step out into the sun and the real world and enjoy the summer, your youth, your strength, your achievements and the best days of your life.

There will come a day when you look back at all this and; shaking your head will say: "That was crazy! But we did it."!

 

Master

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Tikvic: Sternjaeger specifically asked about a statement from the devs regarding 109 FM, and I asked him if he had seen Zaks statement from yesterday. That's it.

 

As for the rest of your rant: We have no idea how much of the SP campaign is completed. Just because we haven't seen it, doesn't mean it isn't there.

 

And the sim itself IS more or less complete. Almost all the content in the form of planes, maps, objects etc are either ready or nearing completion. A few things still aren't implemented yet such as gauges, flap DM etc but most of these are minor details.

 

That doesn't mean, that there aren't still issues to be sorted out. The FM of the Bf 109 is the most obvious, but there are loads of other things to iron out over the coming months.

 

"Complete" simply means, that all the parts are there, it's not the same as "finished".

Edited by Finkeren

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You don't have the completed game yet as well. So you may feel free to stop flaming because this is not the smartest thing to do. Come again in September and start critiquing the released project. Before that this is nothing but whining and nobody loves it. I can read and reply tons of it, but not other forum members. So think of others a bit and save the words for later.

Fair enough Zak. But I didnt fell from sky yesterday. Im still waiting for my FM fixes in ROF. But thats for ROF forum right :-)

 

See you in September mate...good luck

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Thanks for the update, small change log and the extra feedback given this week. It's very much appreciated.

 

Seeing that some missed your comment in the Bf 109 FM topic, maybe you can do what you did to other topics and mark it best answer or something?

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Very much enjoyed today's update.  It was great to get a small snapshot of the team heard at work.   Carry on!  :)

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My question:

What is "gauge illumination level dial". ??

A little dial on the Fw 190 instrument board that allows to increase or decrease the intensity of illumination of all gauges.

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Given that we can't even adjust the gunsights in any way, I would find it strange if this particular oddity found its way into BoS.

 

I'd personally like lots of little details to fiddle around with, but I understand the decision to stick to the essential controls and focus more on the realistic modelling of the way everything handles.

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It means one will not be able to set light intensity,right? No problem for me,either on or off is enough.I barely use light in cockpit.I think it is implemented in same way in Lagg3.When you turn lights on,that small knob just rotates quickly to max.

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